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Head-mounted displays (HMDs) are popular immersive tools in general, not limited to entertainment but also for education, military, and serious games for health. While these displays have strong popularity, they still have user experience…
Cybersickness is a drawback of virtual reality (VR), which also affects the cognitive and motor skills of the users. The Simulator Sickness Questionnaire (SSQ), and its variant, the Virtual Reality Sickness Questionnaire (VRSQ) are two…
Investigating cybersickness (CS) in virtual reality (VR) often requires significant resources to create the VR environment and manage other experiment-related aspects. Additionally, slight differences in VR content across studies can lead…
Recently, great progress has been made in virtual reality(VR) research and application. However, virtual reality faces a big problem since its appearance, i.e. discomfort (nausea, stomach awareness, etc). Discomfort can be relieved by…
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many…
Identifying cybersickness in virtual reality (VR) applications such as games in a fast, precise, non-intrusive, and non-disruptive way remains challenging. Several factors can cause cybersickness, and their identification will help find its…
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR…
Background: Given that VR is applied in multiple domains, understanding the effects of cyber-sickness on human cognition and motor skills and the factors contributing to cybersickness gains urgency. This study aimed to explore the…
This paper presents a novel adaptive Virtual Reality (VR) system that aims to mitigate cybersickness in immersive environments through dynamic, real-time adjustments. The system predicts cybersickness levels in real-time using a machine…
Extended exposure to virtual reality environments can induce motion sickness, often referred to as cybersickness, which may lead to physiological stress responses and impaired cognitive performance. This study investigates the aftereffects…
Virtual Reality (VR) is quickly establishing itself in various industries, including training, education, medicine, and entertainment, in which users are frequently required to carry out multiple complex cognitive and physical activities.…
With the rapid advancement of virtual reality (VR) technology, its adoption across domains such as healthcare, education, and entertainment has grown significantly. However, the persistent issue of cybersickness, marked by symptoms…
Virtual Reality (VR) sickness commonly known as cybersickness is one of the major problems for the comfortable use of VR systems. Researchers have proposed different approaches for predicting cybersickness from bio-physiological data (e.g.,…
Virtual reality (VR) presents immersive opportunities across many applications, yet the inherent risk of developing cybersickness during interaction can severely reduce enjoyment and platform adoption. Cybersickness is marked by symptoms…
Despite the widespread adoption of Virtual Reality (VR) technology, cybersickness remains a barrier for some users. This research investigates head movement patterns as a novel physiological marker for cybersickness detection. Unlike…
This investigation examined the relationships among scene complexity, workload, presence, and cybersickness in virtual reality (VR) environments. Numerous factors can influence the overall VR experience, and existing research on this matter…
During virtual navigation, users exhibit varied interaction and navigation behaviors influenced by several factors. Existing theories and models have been developed to explain and predict these diverse patterns. While users often experience…
Virtual Reality (VR) technology has been proliferating in the last decade, especially in the last few years. However, Simulator Sickness (SS) still represents a significant problem for its wider adoption. Currently, the most common way to…
Understanding how people explore immersive virtual environments is crucial for many applications, such as designing virtual reality (VR) content, developing new compression algorithms, or learning computational models of saliency or visual…